Shadow Dragon
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| 1 person marked this as a favorite. |
Stats
Str: 8
Dex: 14
Con: 15
Int: 11 (13-2)
Wis: 17 (15+2)
Cha: 10
Agrippa Regillus
Male Skinwalker (Seascarred) Cleric 1
CN Medium humanoid
Init + 2; Senses: Perception + 10
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Defense
AC 17, touch 12, flat-footed 15 (+ 3 armor, + 2 shield, + 2 Dexterity)
HP 10 (1d8 + 2)
Fort + 4, Reflex + 2, Will + 5 (All saves: + 2 trait bonus vs. charm and compulsion, + 2 insight bonus vs. mind-affecting effects)
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Offense
Speed 30 ft.
Melee
Morningstar (- 1 to hit, - 1 to damage, 1d8/x2), Deals B and P damage
Dagger (- 1 to hit, - 1 to damage, 1d4/19-20x2), Deals P or S damage
Ranged
Crossbow, Light (+ 2 to hit, + 0 to damage, 1d8/19-20x2), Deals P damage
Bolts: 10
Space: 5 ft.; Reach: 5 ft.
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Skills
Heal 7
Perception 10
Swim 6
Languages: Common
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[spoiler=Racial Traits]
Standard Skinwalker Racial Traits
Ability Modifiers: +2 Wisdom, –2 Intelligence (+2 Constitution while shapechanged)
Medium: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Skinwalkers have a base speed of 30 feet.
Low-light vision: Skinwalkers can see twice as far as humans can in dim light.
Spell-Like Ability: A Seascarred with a Wisdom score of 11 or higher can use [i[Charm Animal[/i] (aquatic animals only) 3 times per day as a spell-like ability, using his Wisdom modifier to determine his concentration checks. The caster level for this ability is equal to the skinwalker's character level.
Animal-Minded: Seascarred have a + 2 racial bonus to Perception and Swim.
Change Shape (Su): A skinwalker can change shape to a bestial form as a standard action. In bestial form, a Seascarred receives a + 2 racial bonus to his Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a Seascarred assumes bestial form, he can choose from the following:
Breathe water as well as air
Bite attack that deals 1d6 points of damage
Ferocity
Swim speed of 30 feet
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Birthmark (Basic, Faith): You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Seeker (Basic, Social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Touched by the Sea (Campaign): You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
Extra Feature: You are an exceptional shapechanger.
Prerequisites: Con 13, Skinwalker.
Benefit: When you change shape to your bestial form, you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.
Special: You can gain this feat multiple times; its effects stack.
Class Features
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spellcasting
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Choice: Channel Positive Energy
Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Domains Selected: Travel and Void
Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—Longstrider, 2nd—Locate object, 3rd—Fly, 4th—Dimension door, 5th—[i]Teleport, 6th—Find the path, 7th—Greater teleport, 8th—[i]Phase door, 9th—Astral projection.
Void Domain
Granted Powers: You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.
Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.
Domain Spells: 1st—Feather fall, 2nd—Levitate, 3rd—Fly, 4th—Lesser planar binding]/i], 5th—[i]Overland flight, 6th—Planar binding, 7th—Reverse gravity, 8th—Greater planar binding, 9th—Interplanetary teleport
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Choice: Convert to cure spells.
Orisons 3
Detect Magic
Stabilize
Guidance
1st Level Spells 2
Remove Fear
Bless
Domain Spell from Travel and Void
Feather Fall
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Inventory Tracking Sheet
Studded Leather Armor
Crossbow, Light
Alchemist's Fire (flask)
Acid (flask)
Explorer's Outfit
Shield, Heavy wooden
Bolts (10)
Morningstar
Dagger
Bedroll
Blanket
Soap
Rope, hemp (50 ft.)
Whetstone
Candle [10]
Oil, lamp [2]
Torch [4]
Rations, trail [6]
Holy Symbol, iron
Backpack, common
Sack [4]
Poncho
Pouch, belt
Pouch, spell components
Waterskin
Book, journal
Ink
Inkpen [3]
Chalk [10]
Appearance: Male Taldan, 5'9", 168 lbs., Bronze skin, Gray eyes, Dark Brown hair.
Age: 19
Agrippa's family first came to Garund with Taldor's ill-fated Sixth Army of Exploration. Taldor suffered a crippling defeat and his family returned to Augustana where their unique aquatic nature could be used for profit.
Tired of the machinations between Andoran and Cheliax, Agrippa researched old, and often illicit, lore – the Outer Gods. In particular he was drawn to Yog So-Thoth and his connections to gates, space, and time. Surely if he could tap into such primordial power he would surpass any mundane achievements of his family. During his research he found pictures of Yog So-Thoth's holy symbol: A black spiral. Oddly Agrippa has such a marking on his chest which greatly resembled the pictures. Could this be an example of future Agrippa stepping back into the past? The prospect was enticing!
His attention soon turned to the Eye of Abendego. It's appearance after Aroden's death wasn't explained soley by the passing of the Last Azlanti; could this be an early effort by Yog-Sothoth to reshape Golarion? Intrigued he made his way to the Shackles to begin exploring the area and hoping to expand his knowledge.
| GM Nightmare Knight |
| 3 people marked this as a favorite. |
A refresher...
ANCIENT EXPLORER
Veda Northanger - half-elf cyclopean seer oracle
Aamu Madha – vanara sensei monk
BARROOM TALESPINNER
Chaneha - half-elf steel hound investigator
Artevious de Poisson – human swashbuckler
Arkhan Silvinesti - aquatic elf bard
Ragnhild Demondottir – pitborn blood conduit bloodrager
BESMARA'S BLESSING
Jacquelyn Shadowfire - undine storm druid
Varek “Cinderjaw” Drazan - hungerseed freebooter ranger
Naya Vrisal - sylph magus
Torgald Frostbeard - dwarf elementalist shifter
Beorn Blackmane - human tidal hunter ranger
BUCCANEER'S BLOOD
Kragan Bloodskull - half-orc freebooter ranger
Jacques Lacrimoisi - human inspired blade swashbuckler
Shoann the Poisoned Eye – half-orc sea witch
DOCKSIDE BRAWLER
Joran “Sharkbait” Bravestone human sea reaver barbarian (UC)
EYE FOR PLUNDER
Mackerel “Mack” Brinebeard - dwarf oracle
ILIZMAGORTI NATIVE
Akete Zatcher - tengu gunslinger
Mirelina Costan – human rogue
PEG LEG
Bog Rat - goblin gunslinger
SHIP'S SURGEON
Doctor Ramada - hybrid deep one vivisectionist alchemist
TOUCHED BY THE SEA
Mest Ianosh - ratfolk trapbreaker alchemist
Izkaen Thelosel - elf warrior poet samurai
Lily Tuvol – half-orc crossblooded bloodrager
Blue Lucien – undine kineticist
Agrippa Regillus - seascarred cleric
TBD
Critizible’s tengu shaman
Profession Smith’s sea singer bard
Spazmodeus’ swashbuckler
Violant’s BFG
SqueezeMeNow’s half-elf twinned summoner
Plus a half-dozen or so stat rolls.
| Ragnhild Demondottir |
In terms of evilness Ragnhild response to several evil things that pirates may do:
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Boss: Plunder that trade ship
Raghnild: "Yess, I was getting bored!"
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Boss: Attack the chelish cruiser
Ragnhild:"Ah, awesome a worthy enemy and the prospect of good gear and plunder!"
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Boss: Knock out these fools, we need more crew
Ragnhild:"Willing servitude tends to work better, but you are the captain."
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Boss: Kill the prisoners
Ragnhild:"Can someone else do that? Against my religious commitments as a Gorumite, and the ransoms we are not getting go from the share of whoever ordered the killing."
| Chaneha |
I think shooting a bounty hunter under the table during a conversation or kicking a tied up prisoner into a jet engine are evil acts, so Chaneha is evil in the same way Han Solo or Malcolm Reynolds are evil. To refer to the terrible ruleset of a game setting I love, he would be Evil/Aberrant in that he'll lie, cheat, steal, and murder but never betray a friend.
Shadow Dragon
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I think shooting a bounty hunter under the table during a conversation or kicking a tied up prisoner into a jet engine are evil acts, so Chaneha is evil in the same way Han Solo or Malcolm Reynolds are evil. To refer to the terrible ruleset of a game setting I love, he would be Evil/Aberrant in that he'll lie, cheat, steal, and murder but never betray a friend.
I would file that (mechanics-wise) under Neutral Evil. You have a personal code of conduct but you aren't spreading evil as a philosophy. You just do what you think/feel needs to be done at the time.
| Chaneha |
| 1 person marked this as a favorite. |
I would file that (mechanics-wise) under Neutral Evil. You have a personal code of conduct but you aren't spreading evil as a philosophy. You just do what you think/feel needs to be done at the time.
Agree. Chaneha is Neutral Evil. No mustache twirling or virgin sacrificing, just find a crew, find a job, keep sailing.
To be fair, kicking a prisoner into an engine turbine so you can make peace and not have many violent deaths (on both sides), is arguably true neutral. Even good is not always nice.
Idk, I'd argue it's evil to knowingly, deliberately kill someone who is not a current threat to you. Mal could have left him tied up with the others, hoping that in spite of the threat he wouldn't really try to hunt them down no matter what or that Niska would call off the bounty when he got the money back. Instead he killed the guy. I'm not saying he was wrong or that he did it for no reason, just that I think it would be considered an evil act under the D&D alignment system.
I'm there with you. Really, it's just best for everyone.
That guy got it. :)
| Akosa Fola |
| 1 person marked this as a favorite. |
I still have to do a bit of profile work. Getting his skills, defenses, initiative into his tabs so they show up on each post. That said, Akosa is done. No small feat given his "brother" Atsu being a character in his own right.
Summoners aren't simple. Which is fine by me. I very much enjoyed working on this/these character(s).
I'm thinking Atsu will probably play the role of rigger while Akosa... fits in where he can. Or just let Atsu do the real work.
Personality wise Akosa is more self-satisfied, selfish, and spoiled... though he acts like he isn't. Atsu is very similar. He just doesn't pretty it up for others. Naturally they get along amazingly.
I'm thinking both are going to be more neutral, with Akosa's sense of propriety leaning more toward neutral good. Leaning. He is just as much a depraved hedonist(?) as Atsu.
Oh, and if you all end up preferring Atsu to Akosa he will end up absolutely mortified and probably turn in the other direction toward evil. Don't be the horrible influence his brother is. Or do.
| Akosa Fola |
Ye’ll be allowed to reroll one of these six results but will have to take the reroll even if worse.
How did I miss this in all the looking over the CC rules so many times?! That's a hell of a blonde moment. Let's see if I can beat a ten!
Roll: 4d6 ⇒ (6, 5, 1, 6) = 18
That is slightly better!
| Doctor Ramada |
Frankly, I've also been toying with changing my alchemist's alignment - he's CN at the moment, but NE would also work well. I'm personally envisioning him somewhere between the Medic from Team Fortress and Alfred Bester from Babylon 5 - a scientist more than a healer, but cordial in a sort of Lovecraftian way to those who keep him alive on the high seas.
I know that Hell's Vengeance is supposed to be the 'evil' AP, but it seems to me like Skull and Shackles is a better AP for an evil character to actually get along with the rest of the party. In general, but especially on a confined space like a sailing vessel, there is a good reason for an evil party member to work with the rest of the party - no matter how evil you are, you generally need to be able to trust the people keeping you alive, and there seem to be rather a lot of ways to fail at staying alive when the nearest solid ground is either 200 leagues back the way you came or 6,000 fathoms straight down.
| Ragnhild Demondottir |
In my view of evil characters:
Evil characters work, in an rpg, similar to normal characters.
They just need:
--A reason to adventure
--A reason for others to adventure with them.
I tend to view evil as fairly agnostic towards things like cooperation, if you are lawful evil, you will likely be highly cooperative towards your hierarchy, and if you are chaotic evil, you can still be cooperative if that gets you more influence.
Where evil parties are "worse" then good parties is:
--More likely to run
--More likely to abandon party members
--More likely to not rescue party members
--More likely to miss sidequests, so to speak
| Chaneha |
I feel like a lot of the conversation around "evil" assumes an evil character is always out to backstab everybody around them. Maybe some might be like that but even an evil person has to live in a society and presumably wants to surround themselves with people they enjoy spending time with and don't want to see dead. In the context of a RPG, rather than a book or tv show, those people would be the adventuring party.
| Doctor Ramada |
| 1 person marked this as a favorite. |
I am thinking of putting that 17 into INT since the new role makes his point buy so high. Would add a lot to the character without making him significantly more powerful. Anyone have thoughts on that before the deadline?
Frankly, for my two cents, that sounds like a great idea. Rolling for stats can result in really good stat arrays - Doctor Ramada has a 29-point buy, if memory serves - but for me, that's always been an excuse to make a 'suboptimal' character work rather than make an overpowered character. I mean, the good Doctor is all over the place from a build perspective, but I'm excited to make it work.
Evil characters work, in an rpg, similar to normal characters.
They just need:
--A reason to adventure
--A reason for others to adventure with them.
Hence why I think Skull and Shackles is a better 'evil' AP than what I've heard of more explicitly evil ones like Way of the Wicked or Hell's Vengeance. One of the main complaints I've heard about both is that the default assumption is that the party is kept together only under duress - in Skull and Shackles, on the other hand, all but the most persistently problematic evil characters have a good reason to adventure - pirates make lots of money - and a good reason to adventure with a group - nobody is afraid of a single pirate in a rowboat.
| Lily Tuvol |
...nobody is afraid of a single pirate in a rowboat.
Now that sounds like a challenge!
What if that lone pirate in a row boat is an Awakened Kraken...
Could very easily do an intimidate build. We'll see how scary we can get.
Evil PCs can work so long as everyone at the table is bought into the concept, and people can separate player from character. I have some fond memories of playing on a connected NWN server that was set in the Gray Wastes and 90% of the local characters were some flavor of evil.
Shadow Dragon
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In my view of evil characters:
Evil characters work, in an rpg, similar to normal characters.
They just need:
--A reason to adventure
--A reason for others to adventure with them.
I tend to view evil as fairly agnostic towards things like cooperation, if you are lawful evil, you will likely be highly cooperative towards your hierarchy, and if you are chaotic evil, you can still be cooperative if that gets you more influence.
Where evil parties are "worse" then good parties is:
--More likely to run
--More likely to abandon party members
--More likely to not rescue party members
--More likely to miss sidequests, so to speak
It really depends on the players and if they want to use being evil as an excuse for poor behavior.
Teamwork and sharing equitably are the biggest areas of concern when it comes to evil PCs.
| Lily Tuvol |
Ragnhild Demondottir wrote:In my view of evil characters:
Evil characters work, in an rpg, similar to normal characters.
They just need:
--A reason to adventure
--A reason for others to adventure with them.
I tend to view evil as fairly agnostic towards things like cooperation, if you are lawful evil, you will likely be highly cooperative towards your hierarchy, and if you are chaotic evil, you can still be cooperative if that gets you more influence.
Where evil parties are "worse" then good parties is:
--More likely to run
--More likely to abandon party members
--More likely to not rescue party members
--More likely to miss sidequests, so to speak
It really depends on the players and if they want to use being evil as an excuse for poor behavior.
Teamwork and sharing equitably are the biggest areas of concern when it comes to evil PCs.
Exactly, you don't want to be mean spirited towards your fellow players. So open communication ooc is needed if someone might be crossing a line.
Loot should be handled normally. Don't do unwelcome PvP or RP. But these things apply in a normal game as well, evil just forces the issue more up front sometimes.
Shadow Dragon
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Shadow Dragon wrote:
It really depends on the players and if they want to use being evil as an excuse for poor behavior.
Teamwork and sharing equitably are the biggest areas of concern when it comes to evil PCs.
Exactly, you don't want to be mean spirited towards your fellow players. So open communication ooc is needed if someone might be crossing a line.
Loot should be handled normally. Don't do unwelcome PvP or RP. But these things apply in a normal game as well, evil just forces the issue more up front sometimes.
Precisely. :)
And to Ragnhild's points being evil shouldn't be used as an excuse for, "Oh that NPC hits hard. My PC is evil and values self-preservation above all so they won't go help the other PC getting clobbered."
| Ragnhild Demondottir |
I played in a few evil campaigns.
Random musings about those which get finished or lasted a long time:
The once who lasted a long time had the unifying feature of a fair bit of humorous relief, such as copying the evil Antipaladins Emo poetry to his beloved Erinye, putting it in a newspaper, and useing the newspaper to turn the youth of the lawful good kingdom we were trying to overthrow from strapping your lads willing to die for Mithra and the fatherland into edgy Emos.
Or funding a newspaper called "The Daily Sun" and RPing as Rupert Murdoch.
| Akosa Fola |
Alright, should be fully done now. Swapped the 17 into his constitution to bump it up a bit and gave his 13 from that to intelligence. This let him pick up craft: sails. Can try out for sailmaker now. My head canon is he picked it up to pass the time while being shuttled around as a diplomat. Same as his sailor skill.
| GM Nightmare Knight |
To most, it was another night of shanties, rum, and debauched fun. For six, it was a really good night at the Formidably Maid. A wench with an eyepatch but an unweathered face had taken an interest in them, inviting them to a side table and ensuring they had the food and drink they wanted. She fueled egos, feigned interest, and fed them tales of sailing the seas free as Besmara or Cayden Cailean. She especially sang the praises of the good ship the Wormwood and her captain, a man named Barnabas Harrigan.
As the rum flowed, the night began to blur and spin for these six. Before long, they each sank into a deep sleep as the drugs did their dirty work. No one else paid them any mind as they themselves either fell to the rum sleep or left for other ports of call for their drink. In the very early morning a pack of mangy saltbloods slipped into the tavern. The woman met them, nodding to the huge Garundi man leading them.
“Cap’n Harrigan.”
“Caulky.” A tower of a Garundi man, his scalp shaven with a thick, waxed cord of a beard hanging from his chin, gave the young woman’s chin an affectionate scratch. “Ye find me some salts fer me crew?”
“Aye, cap’n.” She led the group to the table, presenting the six she had drugged. An undine, a vanara, a sylph, a human, an elf, and a half-orc. “They all got the sea in their blood and should last under Plugg’s lash till they learn their place.”
Harrigan nodded, a pleased grin cracking his lips. “Ye heard the lil lady. Get these lubbers onto the Wormwood, smartly now. I want to be well into deeper waters that even the most desperate of ‘em wouldn’t even think about trying to escape.”
A wiry young man with a scowl carved onto his face fingered the cat-o-nine at his belt. “Ye heard Cap’n Harrigan. Smartly now!” Plugg snapped at the thugs at his command, shouldering or dragging the unconscious pressgangies out of the tavern.
The moonlight over Port Peril cast plenty of shadows, so no one noticed the theft. No one would probably miss those taken away. People get pressganged in Port Peril all the time. That’s Besmara’s luck for you.
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NotEspi – Aamu Madha
Timing – Naya Vrisal
eriktd – Jacques Lacrimoisi
Sensen – Izkaen Thelosel
Delmoth – Lily Tuvol
Congratulations on being drugged and pressganged into the Wormwood’s crew alongside my friend Jacquelyn Shadowfire. Please report to the Discussion thread and await orders. Thank you to everyone who submitted, there were so many to choose from and I’m sorry I couldn’t pressgang you all. Should we lose anyone on the Fever Sea I’ll have a hefty roster from which to select replacements. May Besmara grant ye luck elsewhere.